GameFlow heuristics for designing and evaluating real-time strategy games

dc.contributor.authorSweetser, Penelopeen
dc.contributor.authorJohnson, Danielen
dc.contributor.authorOzdowska, Anneen
dc.contributor.authorWyeth, Petaen
dc.date.accessioned2025-12-31T18:41:23Z
dc.date.available2025-12-31T18:41:23Z
dc.date.issued2012en
dc.description.abstractThe GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper.en
dc.description.statusPeer-revieweden
dc.identifier.isbn9781450314107en
dc.identifier.otherORCID:/0000-0003-3905-288X/work/162951327en
dc.identifier.scopus84865311053en
dc.identifier.urihttps://hdl.handle.net/1885/733797702
dc.language.isoenen
dc.relation.ispartofPlaying the System - IE 2012, Proceedings of the 8th Australasian Conference on Interactive Entertainmenten
dc.relation.ispartofseries8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012en
dc.relation.ispartofseriesACM International Conference Proceeding Seriesen
dc.subjectenjoymenten
dc.subjectevaluationen
dc.subjectflowen
dc.subjectgame designen
dc.subjectgamesen
dc.subjectheuristicsen
dc.subjectmodelen
dc.titleGameFlow heuristics for designing and evaluating real-time strategy gamesen
dc.typeConference paperen
dspace.entity.typePublicationen
local.contributor.affiliationSweetser, Penelope; Queensland University of Technologyen
local.contributor.affiliationJohnson, Daniel; Queensland University of Technologyen
local.contributor.affiliationOzdowska, Anne; Queensland University of Technologyen
local.contributor.affiliationWyeth, Peta; Queensland University of Technologyen
local.identifier.doi10.1145/2336727.2336728en
local.identifier.pure340012c3-37b1-492a-af4f-6709ea769413en
local.identifier.urlhttps://www.scopus.com/pages/publications/84865311053en
local.type.statusPublisheden

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